/Engine/Source/Runtime/Landscape/Classes/LandscapeSplineControlPoint.h
class ULandscapeSplineControlPoint : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
uint32: 1
bCastShadow
Whether the Control Point Mesh should cast a shadow.
uint8:  1
bHiddenInGame
Whether to hide the mesh in game
uint32: 1
bLowerTerrain
If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.
uint32:  1
bNavDirty
FBodyInstance
BodyInstance
Mesh Collision Settings
FBox
Bounds
Bounds of points
uint32:  1
bPlaceSplineMeshesInStreamingLevels
Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline's level (false)
uint32: 1
bRaiseTerrain
If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.
uint8:  1
bRenderCustomDepth
If true, this component will be rendered in the CustomDepth pass (usually used for outlines)
uint32:  1
bSelected
TArray<FLandsc...
ConnectedSegments
Procedural data:
int32
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
ERendererStenci...
CustomDepthStencilWriteMask
Mask used for stencil buffer writes.
float
EndFalloff
Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored).
TSoftObjectPtr<...
ForeignWorld
World reference for if mesh component is stored in another streaming level
FName
LayerName
Name of blend layer to paint when applying spline to landscape If "none", no layer is painted
float
LayerWidthRatio
Layer Width ratio of the spline at this point.
float
LDMaxDrawDistance
Max draw distance for the mesh used on this control point
float
LeftSideFalloffFactor
float
LeftSideLayerFalloffFactor
TObjectPtr<UCo...
LocalMeshComponent
Control point mesh
FVector
Location
Directly editable data:
TArray<TObject...
MaterialOverrides
Overrides mesh's materials
TObjectPtr<USt...
Mesh
Mesh to use on the control point
FVector
MeshScale
Scale of the control point mesh
FGuid
ModificationKey
Key for tracking whether this segment has been modified relative to the mesh component stored in another streaming level
TArray<FLandsc...
Points
Spline points
float
RightSideFalloffFactor
float
RightSideLayerFalloffFactor
FRotator
Rotation
Rotation of tangent vector at this point (in landscape-space)
TArray<TObject...
RuntimeVirtualTextures
Array of runtime virtual textures into which we draw the spline segment.
float
SegmentMeshOffset
Vertical offset of the spline segment mesh. Useful for a river's surface, among other things.
float
SideFalloff
Falloff at the sides of the spline at this point.
int32
TranslucencySortPriority
Translucent objects with a lower sort priority draw behind objects with a higher priority.
int32
VirtualTextureCullMips
Number of lower mips in the runtime virtual texture to skip for rendering this primitive.
int32
VirtualTextureLodBias
Lod bias for rendering to runtime virtual texture.
float
VirtualTextureMainPassMaxDrawDistance
Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass.
ERuntimeVirtual...
VirtualTextureRenderPassType
Controls if this component draws in the main pass as well as in the virtual texture.
float
Width
Half-Width of the spline at this point.